Development Update #19

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Development Update #19
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It’s time for another Development Update! The next release is v0.5.5 with the main focus on a new gloor scene. The content is brewing and bubbling, and we have insights to share!

Before we get to the juicy part, please give a warm welcome to Gary and Zombina—our newest members of the PR/Marketing team! We’ve completed the initial onboarding, and now they’re ready to bring amazing fresh ideas to life and take over some of the workload.

Now—what’s new and worthy of your undivided attention?

Quality assurance

Our QA is actually not the only one who makes sure Deluded quality stays up-notch (though he’s working his fingers to the bone!). Now game designers and screenwriters quadruple-check everything before a build gets released. I guess you could say we improved the.. quality of our quality assurance? 🤔

You may have also noticed the builds come out more frequently, and that’s exactly what we’re striving for—but not at the expense of quality.

New gloor scene

Gloor is an in-game drug that makes you hallucinate and experience pretty… intense scenarios 👀 “Toilet Meat” and “Treasures and a Little Curse” vials, for example. They revolve around certain fetishes and unique settings—something we can’t always include in regular gameplay because they go against the established lore. If you want to learn more about gloor, take a closer look around Alisa’s home!

Anyway, we’re almost done with the new gloor scene. All the animations are finished, and what’s left is just putting everything together—dialogue, logic, clothing (or the lack of it 😏) and sounds.

No spoilers, but here’s a little tease:

New clothes

These boots are made for walkin'And that's just what they'll doOne of these days these boots are gonna walk all over you

And you would probably like it. We are dressing up Jane, the vicious mall guard, and we aren’t done yet 👀

Open-world graybox

As you may or may not already know, the Prologue isn’t the only thing we’re working on.

Remember we mentioned the iterative approach used to map out the open world? Well, the work is going full steam ahead! We’re building the entire map layer by layer instead of finishing one location at a time, and right now we’re deep in the graybox stage. We are laying down the main roads, major zones, points of interest, and player paths. Once the graybox feels good and natural to explore, we move to the next layer of detail (quests, NPCs, interactions..). Here’s how it looks at the moment:

🐞 Also, we caught a particularly nasty bug that we want to warn you about. Everyone nearing the in-game midnight (doesn't matter what Day of the Prologue you are on), beware: the game might send you time-traveling. And not in the exciting Doc Brown way.

If you are in the 23:31 - 23:59 time frame, skipping enough time to make you jump over midnight breaks the game. That goes both for Cheats (time-skipping feature) and usual interactions involvoing time-skip. For example, if you are at 23:42 and you choose to skip 30 minutes with Cheats OR you complete an action that takes more than 18 minutes, it makes the endpoint over 00:00. Boom—the bug is active, and now you are skipping days, not hours. And that's crucial, because certain Days trigger certain events (e.g. Camping on Day 3, Cinema on Day 5..)!

So, until we find a fix, try not to meddle with time after 23:00, unless you want to accidentally tear a hole in the space-time continuum. I'm serious. You'll skip a bunch of Days-related content. Just roam around or do literally anything that will not make you go over 00:00, and then your day will end with Alisa's mom telling you to go to bed.

That sums it up nicely! I hope you are just excited for v0.5.5 as we are 👽

Faithfully yours,Lantsova

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POSTEDJul 23, 2026
ARCHIVEDJul 23, 2026